Unstable 1.1.14.0

This commit is contained in:
Markus Isberg
2023-10-02 16:43:54 +03:00
parent 94f5a93a0c
commit cf8f0de659
606 changed files with 21906 additions and 11456 deletions
@@ -6,6 +6,9 @@ using System.Threading.Tasks;
namespace Steamworks.Data
{
/// <summary>
/// Represents a Steam Achievement.
/// </summary>
public struct Achievement
{
internal string Value;
@@ -18,7 +21,7 @@ namespace Steamworks.Data
public override string ToString() => Value;
/// <summary>
/// True if unlocked
/// Gets whether or not the achievement has been unlocked.
/// </summary>
public bool State
{
@@ -30,15 +33,24 @@ namespace Steamworks.Data
}
}
/// <summary>
/// Gets the identifier of the achievement. This is the "API Name" on Steamworks.
/// </summary>
public string Identifier => Value;
/// <summary>
/// Gets the display name of the achievement.
/// </summary>
public string? Name => SteamUserStats.Internal?.GetAchievementDisplayAttribute( Value, "name" );
/// <summary>
/// Gets the description of the achievement.
/// </summary>
public string? Description => SteamUserStats.Internal?.GetAchievementDisplayAttribute( Value, "desc" );
/// <summary>
/// Should hold the unlock time if State is true
/// If <see cref="State"/> is <see langword="true"/>, this value represents the time that the achievement was unlocked.
/// </summary>
public DateTime? UnlockTime
{
@@ -56,7 +68,7 @@ namespace Steamworks.Data
/// <summary>
/// Gets the icon of the achievement. This can return a null image even though the image exists if the image
/// hasn't been downloaded by Steam yet. You can use GetIconAsync if you want to wait for the image to be downloaded.
/// hasn't been downloaded by Steam yet. You should use <see cref="GetIconAsync(int)"/> if you want to wait for the image to be downloaded.
/// </summary>
public Image? GetIcon()
{
@@ -66,8 +78,9 @@ namespace Steamworks.Data
/// <summary>
/// Gets the icon of the achievement, waits for it to load if we have to
/// Gets the icon of the achievement, yielding until the icon is received or the <paramref name="timeout"/> is reached.
/// </summary>
/// <param name="timeout">The timeout in milliseconds before the request will be canceled. Defaults to <c>5000</c>.</param>
public async Task<Image?> GetIconAsync( int timeout = 5000 )
{
if (SteamUserStats.Internal is null) { return null; }
@@ -109,7 +122,7 @@ namespace Steamworks.Data
}
/// <summary>
/// Returns the fraction (0-1) of users who have unlocked the specified achievement, or -1 if no data available.
/// Gets a decimal (0-1) representing the global amount of users who have unlocked the specified achievement, or -1 if no data available.
/// </summary>
public float GlobalUnlocked
{
@@ -125,7 +138,7 @@ namespace Steamworks.Data
}
/// <summary>
/// Make this achievement earned
/// Unlock this achievement.
/// </summary>
public bool Trigger( bool apply = true )
{
@@ -142,7 +155,7 @@ namespace Steamworks.Data
}
/// <summary>
/// Reset this achievement to not achieved
/// Reset this achievement to be locked.
/// </summary>
public bool Clear()
{
@@ -150,4 +163,4 @@ namespace Steamworks.Data
return SteamUserStats.Internal.ClearAchievement( Value );
}
}
}
}
@@ -6,6 +6,9 @@ using System.Text;
namespace Steamworks
{
/// <summary>
/// Represents the ID of a Steam application.
/// </summary>
public struct AppId
{
public uint Value;
@@ -27,4 +30,4 @@ namespace Steamworks
return value.Value;
}
}
}
}
@@ -6,10 +6,24 @@ using System.Text;
namespace Steamworks.Data
{
/// <summary>
/// Provides information about a DLC.
/// </summary>
public struct DlcInformation
{
/// <summary>
/// The <see cref="Steamworks.AppId"/> of the DLC.
/// </summary>
public AppId AppId { get; internal set; }
/// <summary>
/// The name of the DLC.
/// </summary>
public string Name { get; internal set; }
/// <summary>
/// Whether or not the DLC is available.
/// </summary>
public bool Available { get; internal set; }
}
}
}
@@ -6,10 +6,29 @@ using System.Text;
namespace Steamworks.Data
{
/// <summary>
/// Represents download progress.
/// </summary>
public struct DownloadProgress
{
/// <summary>
/// Whether or not the download is currently active.
/// </summary>
public bool Active;
/// <summary>
/// How many bytes have been downloaded.
/// </summary>
public ulong BytesDownloaded;
/// <summary>
/// How many bytes in total the download is.
/// </summary>
public ulong BytesTotal;
/// <summary>
/// Gets the amount of bytes left that need to be downloaded.
/// </summary>
public ulong BytesRemaining => BytesTotal - BytesDownloaded;
}
}
}
@@ -6,10 +6,16 @@ using System.Text;
namespace Steamworks.Data
{
/// <summary>
/// Represents details of a file.
/// </summary>
public struct FileDetails
{
/// <summary>
/// The size of the file in bytes.
/// </summary>
public ulong SizeInBytes;
public string Sha1;
public uint Flags;
}
}
}
@@ -261,4 +261,4 @@ namespace Steamworks
}
}
}
}
@@ -7,10 +7,17 @@ namespace Steamworks.Data
public uint Height;
public byte[] Data;
/// <summary>
/// Returns the color of the pixel at the specified position.
/// </summary>
/// <param name="x">X-coordinate</param>
/// <param name="y">Y-coordinate</param>
/// <returns>The color.</returns>
/// <exception cref="System.ArgumentException">If the X and Y or out of bounds.</exception>
public Color GetPixel( int x, int y )
{
if ( x < 0 || x >= Width ) throw new System.Exception( "x out of bounds" );
if ( y < 0 || y >= Height ) throw new System.Exception( "y out of bounds" );
if ( x < 0 || x >= Width ) throw new System.ArgumentException( "x out of bounds" );
if ( y < 0 || y >= Height ) throw new System.ArgumentException( "y out of bounds" );
Color c = new Color();
@@ -24,14 +31,21 @@ namespace Steamworks.Data
return c;
}
/// <summary>
/// Returns "{Width}x{Height} ({length of <see cref="Data"/>}bytes)"
/// </summary>
/// <returns></returns>
public override string ToString()
{
return $"{Width}x{Height} ({Data.Length}bytes)";
}
}
/// <summary>
/// Represents a color.
/// </summary>
public struct Color
{
public byte r, g, b, a;
}
}
}
+58 -30
View File
@@ -5,6 +5,9 @@ using System.Threading.Tasks;
namespace Steamworks.Data
{
/// <summary>
/// Represents a Steam lobby.
/// </summary>
public struct Lobby
{
public SteamId Id { get; internal set; }
@@ -18,8 +21,8 @@ namespace Steamworks.Data
}
/// <summary>
/// Try to join this room. Will return RoomEnter.Success on success,
/// and anything else is a failure
/// Try to join this room. Will return <see cref="RoomEnter.Success"/> on success,
/// and anything else is a failure.
/// </summary>
public async Task<RoomEnter> Join()
{
@@ -41,9 +44,9 @@ namespace Steamworks.Data
}
/// <summary>
/// Invite another user to the lobby
/// will return true if the invite is successfully sent, whether or not the target responds
/// returns false if the local user is not connected to the Steam servers
/// Invite another user to the lobby.
/// Will return <see langword="true"/> if the invite is successfully sent, whether or not the target responds
/// returns <see langword="false"/> if the local user is not connected to the Steam servers
/// </summary>
public bool InviteFriend( SteamId steamid )
{
@@ -51,12 +54,12 @@ namespace Steamworks.Data
}
/// <summary>
/// returns the number of users in the specified lobby
/// Gets the number of users in this lobby.
/// </summary>
public int MemberCount => SteamMatchmaking.Internal?.GetNumLobbyMembers( Id ) ?? 0;
/// <summary>
/// Returns current members. Need to be in the lobby to see the users.
/// Returns current members in the lobby. The current user must be in the lobby in order to see the users.
/// </summary>
public IEnumerable<Friend> Members
{
@@ -72,7 +75,7 @@ namespace Steamworks.Data
/// <summary>
/// Get data associated with this lobby
/// Get data associated with this lobby.
/// </summary>
public string? GetData( string key )
{
@@ -80,7 +83,7 @@ namespace Steamworks.Data
}
/// <summary>
/// Get data associated with this lobby
/// Set data associated with this lobby.
/// </summary>
public bool SetData( string key, string value )
{
@@ -91,7 +94,7 @@ namespace Steamworks.Data
}
/// <summary>
/// Removes a metadata key from the lobby
/// Removes a metadata key from the lobby.
/// </summary>
public bool DeleteData( string key )
{
@@ -99,7 +102,7 @@ namespace Steamworks.Data
}
/// <summary>
/// Get all data for this lobby
/// Get all data for this lobby.
/// </summary>
public IEnumerable<KeyValuePair<string, string>> Data
{
@@ -119,7 +122,7 @@ namespace Steamworks.Data
}
/// <summary>
/// Gets per-user metadata for someone in this lobby
/// Gets per-user metadata for someone in this lobby.
/// </summary>
public string? GetMemberData( Friend member, string key )
{
@@ -127,7 +130,7 @@ namespace Steamworks.Data
}
/// <summary>
/// Sets per-user metadata (for the local user implicitly)
/// Sets per-user metadata (for the local user implicitly).
/// </summary>
public void SetMemberData( string key, string value )
{
@@ -135,35 +138,44 @@ namespace Steamworks.Data
}
/// <summary>
/// Sends a string to the chat room
/// Sends a string to the chat room.
/// </summary>
public bool SendChatString( string message )
{
var data = System.Text.Encoding.UTF8.GetBytes( message );
//adding null terminator as it's used in Helpers.MemoryToString
var data = System.Text.Encoding.UTF8.GetBytes( message + '\0' );
return SendChatBytes( data );
}
/// <summary>
/// Sends bytes the the chat room
/// this isn't exposed because there's no way to read raw bytes atm,
/// and I figure people can send json if they want something more advanced
/// Sends bytes to the chat room.
/// </summary>
internal unsafe bool SendChatBytes( byte[] data )
public unsafe bool SendChatBytes( byte[] data )
{
fixed ( byte* ptr = data )
{
return SteamMatchmaking.Internal != null && SteamMatchmaking.Internal.SendLobbyChatMsg( Id, (IntPtr)ptr, data.Length );
return SendChatBytesUnsafe( ptr, data.Length );
}
}
/// <summary>
/// Sends bytes to the chat room from an unsafe buffer.
/// </summary>
public unsafe bool SendChatBytesUnsafe( byte* ptr, int length )
{
return SteamMatchmaking.Internal != null && SteamMatchmaking.Internal.SendLobbyChatMsg( Id, (IntPtr)ptr, length );
}
/// <summary>
/// Refreshes metadata for a lobby you're not necessarily in right now.
/// <para>
/// You never do this for lobbies you're a member of, only if your
/// this will send down all the metadata associated with a lobby.
/// This is an asynchronous call.
/// Returns false if the local user is not connected to the Steam servers.
/// Returns <see langword="false"/> if the local user is not connected to the Steam servers.
/// Results will be returned by a LobbyDataUpdate_t callback.
/// If the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false.
/// If the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to <see langword="false"/>.
/// </para>
/// </summary>
public bool Refresh()
{
@@ -171,8 +183,8 @@ namespace Steamworks.Data
}
/// <summary>
/// Max members able to join this lobby. Cannot be over 250.
/// Can only be set by the owner
/// Max members able to join this lobby. Cannot be over <c>250</c>.
/// Can only be set by the owner of the lobby.
/// </summary>
public int MaxMembers
{
@@ -180,26 +192,42 @@ namespace Steamworks.Data
set => SteamMatchmaking.Internal?.SetLobbyMemberLimit( Id, value );
}
/// <summary>
/// Sets the lobby as public.
/// </summary>
public bool SetPublic()
{
return SteamMatchmaking.Internal != null && SteamMatchmaking.Internal.SetLobbyType( Id, LobbyType.Public );
}
/// <summary>
/// Sets the lobby as private.
/// </summary>
public bool SetPrivate()
{
return SteamMatchmaking.Internal != null && SteamMatchmaking.Internal.SetLobbyType( Id, LobbyType.Private );
}
/// <summary>
/// Sets the lobby as invisible.
/// </summary>
public bool SetInvisible()
{
return SteamMatchmaking.Internal != null && SteamMatchmaking.Internal.SetLobbyType( Id, LobbyType.Invisible );
}
/// <summary>
/// Sets the lobby as friends only.
/// </summary>
public bool SetFriendsOnly()
{
return SteamMatchmaking.Internal != null && SteamMatchmaking.Internal.SetLobbyType( Id, LobbyType.FriendsOnly );
}
/// <summary>
/// Set whether or not the lobby can be joined.
/// </summary>
/// <param name="b">Whether or not the lobby can be joined.</param>
public bool SetJoinable( bool b )
{
return SteamMatchmaking.Internal != null && SteamMatchmaking.Internal.SetLobbyJoinable( Id, b );
@@ -207,7 +235,7 @@ namespace Steamworks.Data
/// <summary>
/// [SteamID variant]
/// Allows the owner to set the game server associated with the lobby. Triggers the
/// Allows the owner to set the game server associated with the lobby. Triggers the
/// Steammatchmaking.OnLobbyGameCreated event.
/// </summary>
public void SetGameServer( SteamId steamServer )
@@ -220,7 +248,7 @@ namespace Steamworks.Data
/// <summary>
/// [IP/Port variant]
/// Allows the owner to set the game server associated with the lobby. Triggers the
/// Allows the owner to set the game server associated with the lobby. Triggers the
/// Steammatchmaking.OnLobbyGameCreated event.
/// </summary>
public void SetGameServer( string ip, ushort port )
@@ -232,7 +260,7 @@ namespace Steamworks.Data
}
/// <summary>
/// Gets the details of the lobby's game server, if set. Returns true if the lobby is
/// Gets the details of the lobby's game server, if set. Returns true if the lobby is
/// valid and has a server set, otherwise returns false.
/// </summary>
public bool GetGameServer( ref uint ip, ref ushort port, ref SteamId serverId )
@@ -241,7 +269,7 @@ namespace Steamworks.Data
}
/// <summary>
/// You must be the lobby owner to set the owner
/// Gets or sets the owner of the lobby. You must be the lobby owner to set the owner
/// </summary>
public Friend Owner
{
@@ -250,8 +278,8 @@ namespace Steamworks.Data
}
/// <summary>
/// Check if the specified SteamId owns the lobby
/// Check if the specified SteamId owns the lobby.
/// </summary>
public bool IsOwnedBy( SteamId k ) => Owner.Id == k;
}
}
}
@@ -10,7 +10,7 @@ namespace Steamworks
internal PartyBeaconID_t Id;
/// <summary>
/// Creator of the beacon
/// Gets the owner of the beacon.
/// </summary>
public SteamId Owner
{
@@ -24,7 +24,7 @@ namespace Steamworks
}
/// <summary>
/// Creator of the beacon
/// Gets metadata related to the beacon.
/// </summary>
public string? MetaData
{
@@ -40,7 +40,7 @@ namespace Steamworks
/// <summary>
/// Will attempt to join the party. If successful will return a connection string.
/// If failed, will return null
/// If failed, will return <see langword="null"/>
/// </summary>
public async Task<string?> JoinAsync()
{
@@ -55,7 +55,7 @@ namespace Steamworks
/// <summary>
/// When a user follows your beacon, Steam will reserve one of the open party slots for them, and send your game a ReservationNotification callback.
/// When that user joins your party, call OnReservationCompleted to notify Steam that the user has joined successfully
/// When that user joins your party, call this method to notify Steam that the user has joined successfully.
/// </summary>
public void OnReservationCompleted( SteamId steamid )
{
@@ -73,11 +73,11 @@ namespace Steamworks
}
/// <summary>
/// Turn off the beacon
/// Turn off the beacon.
/// </summary>
public bool Destroy()
{
return Internal != null && Internal.DestroyBeacon( Id );
}
}
}
}
@@ -6,6 +6,9 @@ using System.Text;
namespace Steamworks.Data
{
/// <summary>
/// Represents a screenshot that was taken by a user.
/// </summary>
public struct Screenshot
{
internal ScreenshotHandle Value;
@@ -19,19 +22,16 @@ namespace Steamworks.Data
}
/// <summary>
/// Tags a user as being visible in the screenshot
/// Sets the location of the screenshot.
/// </summary>
public bool SetLocation( string location )
{
return SteamScreenshots.Internal != null && SteamScreenshots.Internal.SetLocation( Value, location );
}
/// <summary>
/// Tags a user as being visible in the screenshot
/// </summary>
public bool TagPublishedFile( PublishedFileId file )
{
return SteamScreenshots.Internal != null && SteamScreenshots.Internal.TagPublishedFile( Value, file );
}
}
}
}
@@ -142,4 +142,4 @@ namespace Steamworks.Data
return (Address?.GetHashCode() ?? 0) + SteamId.GetHashCode() + ConnectionPort.GetHashCode() + QueryPort.GetHashCode();
}
}
}
}
@@ -21,8 +21,7 @@ namespace Steamworks
/// </summary>
public struct SteamServerInit
{
public IPAddress? IpAddress;
public ushort SteamPort;
public IPAddress? IpAddress;
public ushort GamePort;
public ushort QueryPort;
public InitServerMode Mode;
@@ -60,18 +59,8 @@ namespace Steamworks
Mode = InitServerMode.Authentication;
VersionString = "1.0.0.0";
IpAddress = null;
SteamPort = 0;
}
/// <summary>
/// Set the Steam quert port
/// </summary>
public SteamServerInit WithRandomSteamPort()
{
SteamPort = (ushort)new Random().Next( 10000, 60000 );
return this;
}
/// <summary>
/// If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE into usQueryPort, then it causes the game server API to use
/// "GameSocketShare" mode, which means that the game is responsible for sending and receiving UDP packets for the master
@@ -151,4 +151,4 @@ namespace Steamworks.Data
return SteamUserStats.Internal != null && SteamUserStats.Internal.StoreStats();
}
}
}
}
@@ -6,6 +6,9 @@ using System.Text;
namespace Steamworks
{
/// <summary>
/// Represents the ID of a user or steam lobby.
/// </summary>
public struct SteamId
{
public ulong Value;
@@ -26,4 +29,4 @@ namespace Steamworks
public bool IsValid => Value != default;
}
}
}
@@ -0,0 +1,22 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Steamworks.Data
{
public struct UgcAdditionalPreview
{
internal UgcAdditionalPreview( string urlOrVideoID, string originalFileName, ItemPreviewType itemPreviewType )
{
this.UrlOrVideoID = urlOrVideoID;
this.OriginalFileName = originalFileName;
this.ItemPreviewType = itemPreviewType;
}
public string UrlOrVideoID { get; private set; }
public string OriginalFileName { get; private set; }
public ItemPreviewType ItemPreviewType { get; private set; }
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 48f086235d5dbeb44bccbb40802e30fb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -44,7 +44,12 @@ namespace Steamworks.Ugc
/// Workshop item that is meant to be voted on for the purpose of selling in-game
/// </summary>
public static Editor NewMicrotransactionFile => new Editor( WorkshopFileType.Microtransaction );
/// <summary>
/// Workshop item that is meant to be managed by the game. It is queryable by the API, but isn't visible on the web browser.
/// </summary>
public static Editor NewGameManagedFile => new Editor(WorkshopFileType.GameManagedItem);
public Editor ForAppId( AppId id ) { this.consumerAppId = id; return this; }
public string? Title { get; private set; }
@@ -136,14 +141,7 @@ namespace Steamworks.Ugc
return this;
}
public bool HasTag( string tag )
{
if (Tags != null && Tags.Contains(tag)) { return true; }
return false;
}
public async Task<PublishResult> SubmitAsync( IProgress<float>? progress = null )
public async Task<PublishResult> SubmitAsync( IProgress<float>? progress = null, Action<PublishResult>? onItemCreated = null )
{
var result = default( PublishResult );
if (SteamUGC.Internal is null) { return result; }
@@ -184,6 +182,9 @@ namespace Steamworks.Ugc
FileId = created.Value.PublishedFileId;
result.NeedsWorkshopAgreement = created.Value.UserNeedsToAcceptWorkshopLegalAgreement;
result.FileId = FileId;
if ( onItemCreated != null )
onItemCreated( result );
}
result.FileId = FileId;
@@ -260,7 +261,7 @@ namespace Steamworks.Ugc
case ItemUpdateStatus.UploadingContent:
{
var uploaded = total > 0 ? ((float)processed / (float)total) : 0.0f;
progress?.Report( 0.2f + uploaded * 0.7f );
progress?.Report( 0.2f + uploaded * 0.6f );
break;
}
case ItemUpdateStatus.UploadingPreviewFile:
@@ -311,4 +312,4 @@ namespace Steamworks.Ugc
/// </summary>
public bool NeedsWorkshopAgreement;
}
}
}
@@ -116,6 +116,15 @@ namespace Steamworks.Ugc
/// The number of downvotes of this item
/// </summary>
public uint VotesDown => details.VotesDown;
/// <summary>
/// Dependencies/children of this item or collection, available only from WithDependencies(true) queries
/// </summary>
public PublishedFileId[]? Children;
/// <summary>
/// Additional previews of this item or collection, available only from WithAdditionalPreviews(true) queries
/// </summary>
public UgcAdditionalPreview[]? AdditionalPreviews { get; internal set; }
public bool IsInstalled => (State & ItemState.Installed) == ItemState.Installed;
public bool IsDownloading => (State & ItemState.Downloading) == ItemState.Downloading;
@@ -410,7 +419,21 @@ namespace Steamworks.Ugc
{
return new Ugc.Editor( Id );
}
public async Task<bool> AddDependency( PublishedFileId child )
{
if ( SteamUGC.Internal is null ) { return false; }
var r = await SteamUGC.Internal.AddDependency( Id, child );
return r?.Result == Result.OK;
}
public async Task<bool> RemoveDependency( PublishedFileId child )
{
if ( SteamUGC.Internal is null ) { return false; }
var r = await SteamUGC.Internal.RemoveDependency( Id, child );
return r?.Result == Result.OK;
}
public Result Result => details.Result;
}
}
@@ -154,6 +154,8 @@ namespace Steamworks.Ugc
ReturnsKeyValueTags = WantsReturnKeyValueTags ?? false,
ReturnsDefaultStats = WantsDefaultStats ?? true, //true by default
ReturnsMetadata = WantsReturnMetadata ?? false,
ReturnsChildren = WantsReturnChildren ?? false,
ReturnsAdditionalPreviews = WantsReturnAdditionalPreviews ?? false,
};
}
@@ -15,6 +15,8 @@ namespace Steamworks.Ugc
internal bool ReturnsKeyValueTags;
internal bool ReturnsDefaultStats;
internal bool ReturnsMetadata;
internal bool ReturnsChildren;
internal bool ReturnsAdditionalPreviews;
public IEnumerable<Item> Entries
{
@@ -74,8 +76,36 @@ namespace Steamworks.Ugc
}
}
// TODO GetQueryUGCAdditionalPreview
// TODO GetQueryUGCChildren
uint numChildren = item.details.NumChildren;
if ( ReturnsChildren && numChildren > 0 )
{
var children = new PublishedFileId[numChildren];
if ( SteamUGC.Internal.GetQueryUGCChildren( Handle, i, children, numChildren ) )
{
item.Children = children;
}
}
if ( ReturnsAdditionalPreviews )
{
var previewsCount = SteamUGC.Internal.GetQueryUGCNumAdditionalPreviews( Handle, i );
if ( previewsCount > 0 )
{
item.AdditionalPreviews = new UgcAdditionalPreview[previewsCount];
for ( uint j = 0; j < previewsCount; j++ )
{
string previewUrlOrVideo;
string originalFileName; //what is this???
ItemPreviewType previewType = default;
if ( SteamUGC.Internal.GetQueryUGCAdditionalPreview(
Handle, i, j, out previewUrlOrVideo, out originalFileName, ref previewType ) )
{
item.AdditionalPreviews[j] = new UgcAdditionalPreview(
previewUrlOrVideo, originalFileName, previewType );
}
}
}
}
yield return item;
}